[NAUC]Chief on 26/2/2005 at 13:04
Okay some of you may remember ages ago a file for turning .mis into .t3d files which allowed people to convert their thief1/2 fan missions etc into unreal format brushes.
There was a big thread about it on the TuT forums but I dont think it ever really saw its potential. However now it can, mis2t3d will allow the conversion of any .mis file into .t3d format (which is what Thief3 can use).
Then all you do is open up the thief3 editor, and go to File>Import and find the location of the t3d file and open it up. Then just click ok at the prompt and the map you converted will appear in T3Ed.
Having no FM's on my pc atm I tried with LOTP off the missions.zip on my t2 cd-rom and it worked fine (tho a 13mb map is a bit slow to work on).
This will ONLY transfer the brushes, it wont have textures,lights,playerstarts,water etc but it does give mappers the ability to quickly convert their exsisting Thief1/2 maps into Thief3.
Note that some brushes (complex ones) dont always get converted so the map may not be 100% complete (LOTP lost 2 small brushes-which isnt bad).
Here's the info on what to do (I saw on The Dark Mod forums the author of CowGen asking what its uses were- well here's one):
1. Download and install (
http://downloads.activestate.com/ActivePerl/Windows/5.6/ActivePerl-5.6.1.635-MSWin32-x86.msi) ActivePerl .
2. Extract (
http://rapidshare.com/files/161830519/cowgen.zip.html) CoWGen to its own directory, keeping any directory structure.
It's now all installed- now to convert:
3. From a command line change directory to the new path and type: perl mis2t3d.pl --infile=file.mis --outfile=file.t3d --gamfile=file.gam (where file.mis is the original .mis file, file.t3d is your exported file for use in UnrealEd, and file.gam is the path to your Thief dark.gam file)
4. example: perl mis2t3d.pl --infile=C:\CowGen\FM.mis --outfile=C:\CowGen\T3FM.t3d --gamfile="C:\Program Files\Thief2"\dark.gam
5. Now load the Thief3 Editor, go to File>Import and click "ok" at the prompt, then when you see the brushes in your map click the Build icon, once its finished save the map. If all you get is a red builder brush you've gone wrong somewhere:)
The instructions and links were first posted by Oie on the tut forums, I just modified them a bit and made them easier to understand. (i hope:D)
Notice how I had to put quotes round the folder path in the example, this may or may not be needed by you but for me I got illegal folder error.
*Zaccheus* on 26/2/2005 at 13:07
That could be quite useful.
BTW, the quotes are needed around all folder paths and file names which contain space characters.
[NAUC]Chief on 26/2/2005 at 16:41
just a little update- if you try it you may need to split up the map into SEVERAL sections as thief3 cant cope :cheeky:
Salvage on 26/2/2005 at 16:55
Are the dimensions converted accurately to keep the scale? I remember this being a problem when this was tried for Th-Bafford.
TF on 26/2/2005 at 17:08
Wow, playing Baffords in T3 is certainly going to be an interesting experience...
Who's up for it? (I've already wasted 2/3 of my weekend, can't get on it for a long time now)
[NAUC]Chief on 26/2/2005 at 17:11
the scale certainly looks right to my eye, but I havnt managed to get in game yet, need to try a smaller map - maybe burricks head inn :D
plebeian on 26/2/2005 at 17:25
That's some incredible timesaving information there for sure. THe first thing a lot of people will want to do it make the original games for T3. I'd like to make shipping and recieving myself...
Datoyminaytah on 26/2/2005 at 17:26
Does this actually work? I had hoped T3D would still work whenever the T3 editor was released. Great news!
If I had a video card that supported pixel shader I would install T3 and the editor and continue development on mis2t3d. :(
[NAUC]Chief on 26/2/2005 at 18:36
Now to throw a spanner in the works. It looks like thief3 just cant cope with a large amount of brushes (just about everything in t3 is a staticmesh) however they've made the Convert Brush To StaticMesh obsolete and I cant see anyway of changing brushes to static meshes (and thus making maps playable in t3) without using my ued3 that was with unreal tournament 2004.
Has anyone found out how to convert brushes to static meshes in T3Ed as it looks like its the only way to allow this method to work.